Augmented Reality in Tourism, Museums and Heritage

Augmented Reality in Tourism, Museums and Heritage
Author: Vladimir Geroimenko
Publisher: Springer Nature
Total Pages: 327
Release: 2021-04-24
Genre: Computers
ISBN: 3030701980

This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world. The authors explore the opportunities and challenges of augmented reality applications, their current status and future trends, informal learning and heritage preservation, mixed reality environments and immersive installations, cultural heritage education and tourism promotion, visitors with special needs, and emerging post-COVID-19 museums and heritage sites. Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain is essential reading not only for researchers, application developers, educators, museum curators, tourism and cultural heritage promoters, but also for students (both graduates and undergraduates) and anyone who is interested in the efficient and practical use of augmented reality technology.

Augmented Reality and Virtual Reality

Augmented Reality and Virtual Reality
Author: Timothy Jung
Publisher: Springer
Total Pages: 374
Release: 2017-09-04
Genre: Business & Economics
ISBN: 3319640275

This volume provides the latest outcomes of augmented reality (AR) and virtual reality (VR) research conducted in various industries. It reveals how AR and VR are currently changing the business landscape, and how new innovations provide opportunities for businesses to offer their customers unique services and experiences. Collecting the proceedings of the International AR & VR Conference held in Manchester, UK, in February 2017, the book advances the state of the art in AR and VR technologies and their applications in various industries such as tourism, hospitality, events, fashion, entertainment, retail, education and the gaming industry. The papers presented here cover the most significant topics within the field of AR and VR for both researchers and practitioners, approaching them from a business and management perspective.

Handbook of Research on Digital Communications, Internet of Things, and the Future of Cultural Tourism

Handbook of Research on Digital Communications, Internet of Things, and the Future of Cultural Tourism
Author: Lídia Oliveira
Publisher:
Total Pages:
Release: 2021-10
Genre: Digital communications
ISBN: 9781799885283

"This book is aimed at researchers who want to improve their understanding of the strategic role of new digital technologies in the field of cultural tourism, offering innovative research results within the scope of the interdisciplinary cross between Digital Communications, Internet of Things, and Cultural Tourism"--

Information and Communication Technologies in Tourism 2016

Information and Communication Technologies in Tourism 2016
Author: Alessandro Inversini
Publisher: Springer
Total Pages: 773
Release: 2016-01-22
Genre: Business & Economics
ISBN: 331928231X

The papers presented in this volume advance the state-of-the-art research on digital marketing and social media, mobile computing and responsive web design, semantic technologies and recommender systems, augmented and virtual reality, electronic distribution and online travel reviews, MOOC and eLearning, eGovernment and sharing economy. This book covers the most significant areas contributed by prominent scholars from around the world and is suitable for both academics and practitioners who are interested in the latest developments in eTourism.

Augmented Reality and Virtual Reality

Augmented Reality and Virtual Reality
Author: Timothy Jung
Publisher: Springer Nature
Total Pages: 397
Release: 2020-03-24
Genre: Business & Economics
ISBN: 3030378691

This book features the latest research in the area of immersive technologies, presented at the 5th International Augmented and Virtual Reality Conference, held in Munich, Germany in 2019. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, healthcare, tourism, events, fashion, entertainment, retail and the gaming industry. The volume is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.

Mobile Computing and Technology Applications in Tourism and Hospitality

Mobile Computing and Technology Applications in Tourism and Hospitality
Author: Waluyo, Agustinus Borgy
Publisher: IGI Global
Total Pages: 289
Release: 2022-03-11
Genre: Technology & Engineering
ISBN: 1799869067

Mobile computing and wireless technology have grown at a phenomenal rate in recent years, and so has artificial intelligence. The most advanced software applications that the world ever witnessed can be realized through a combined aspect of these disciplines, capable of delivering high level support to various industry sectors and to people’s quality of life in general. Currently, many countries are facing challenges from the COVID-19 pandemic. One of the most impacted industries by the pandemic is that of tourism and hospitality. It is time to explore and leverage the power of mobile and wireless intelligence to assist with the recovery of the tourism and hospitality sector during and after the pandemic, which constitutes a need for relevant research in the field. Mobile Computing and Technology Applications in Tourism and Hospitality presents the latest research and development in mobile and intelligent computing with a focus on tourism and hospitality sectors. The chapters discuss the role of research on innovative technologies and applications for resilience to return the tourism and hospitality industry back to its normal state. This includes research on topics such as sensor-based technology, smart tourism, virtual and augmented reality, mobile travel applications, and more. This book is ideal for managers, executives, museum and cultural heritage specialists, app developers, IT consultants, tourism and hospitality professionals, researchers, academicians, and students.

Mixed Reality and Gamification for Cultural Heritage

Mixed Reality and Gamification for Cultural Heritage
Author: Marinos Ioannides
Publisher: Springer
Total Pages: 594
Release: 2017-04-26
Genre: Computers
ISBN: 3319496077

This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.

Augmented Reality and Virtual Reality

Augmented Reality and Virtual Reality
Author: M. Claudia tom Dieck
Publisher: Springer Nature
Total Pages: 314
Release: 2021-05-04
Genre: Business & Economics
ISBN: 303068086X

This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.

Augmented Reality, Virtual Reality, and Computer Graphics

Augmented Reality, Virtual Reality, and Computer Graphics
Author: Lucio Tommaso De Paolis
Publisher: Springer Nature
Total Pages: 389
Release: 2020-08-31
Genre: Computers
ISBN: 3030584682

The 2-volume set LNCS 12242 and 12243 constitutes the refereed proceedings of the 7th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2020, held in Lecce, Italy, in September 2020.* The 45 full papers and 14 short papers presented were carefully reviewed and selected from 99 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, 3D reconstruction visualization, and applications in the areas of cultural heritage, medicine, education, and industry. * The conference was held virtually due to the COVID-19 pandemic.

Technology, Business and Sustainable Development

Technology, Business and Sustainable Development
Author: S.M. Riad Shams
Publisher: Taylor & Francis
Total Pages: 232
Release: 2023-06-30
Genre: Business & Economics
ISBN: 1000902609

Triple bottom line (TBL or 3BL) was coined as a wide and inspiring approach for businesses aimed at understanding how to create, track, and manage economic, social, and environmental values added. The sustainability sector is strongly increasing its relevance among academics and practitioners, and the market opportunities associated with the sustainable development goals (SDGs) are estimated at over $12 trillion per year by 2030. Although this is a promising context, a recent article suggested a rethinking of the TBL, arguing that sustainability goals’ value should not be assessed in terms of profit and loss but of people well-being and planet health, looking for a societal profit. Technology plays a crucial role in our society. Respectively, the Agenda 21 and the Paris Agreement consider technology to be essential in the pursuit of sustainable development and the achievement of the SDGs. Adding to this, the Covid-19 pandemic has accelerated the adoption of digital solutions in several fields, from the way of working to the way of buying and consuming. Companies are becoming more aware of the responsibility they have within environmental and human contexts, and people are looking for work reflecting their values and purposes to motivate them. This book aims to contribute to the understanding of the role of technology and its emerging and innovative solutions in the achievement of sustainable development while making a profit. It will be of value to researchers, academics, practitioners, and students in the fields of strategic management, entrepreneurship, management of technology and innovation, and sustainable development.